However, gold coins is not money in this game. Gold coins are another resource like any other that is used for upgrading buildings and procuring items from the tavern
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However, gold coins is not money in this game. Gold coins are another resource like any other that is used for upgrading buildings and procuring items from the tavern
Please put a tag on peoples name in chat and mails showing what level they are.
I am tired of having to hunt through my entire friends list to find someone who buffed me.
Some of the names for buildings and units could be improved. Here are a few suggestions:
Coinage => Mint
Winemaker => Winery
Bowmaker => Bowyer
Fir Wood Cutter => Fir Wood Logger (or Logging Camp)
Mayor's House => Manor (or Manor House)
Just thought of it today and it might have been said before but I noticed it when I was re-sending out my geologist for the same thing. Can there be a repeat button on the notice that says your geologist has found blank so you don't have to bring up the star menu again? It's minor but it'd be convenient when you're doing a lot of the same searches.
Branch Office - up-gradable, each upgrade allows an additional simultaneous trade posting / multiple listings of trade items.. then i could be trading bread and wood at the same time.. or even 3 or 4 or more =)
yeah.. their player level would be nice to have on a hover bubble when u mouse over their name maybe
Anything from this pic, would be nice. But do explain to me about the upgradeable Tavern and construction yard.
http://www9.pic-upload.de/13.12.11/lcxjvtzu2bu.png
In Real Life all that money is, is simply another commodity. It is only a universally wanted commodity. Its value is always relevant to the quantity / supply within the populous. This is the root of the economic monetary crisis. It was engineered by those who control the amount in distribution. They created the crisis by deliberate reduction in the supply through ARM loans and interest rates to secure a substantial amount of land that they will resale after they create a collapse of the currently used monetary units.
I see that when I click a username in chat it opens a sub menu.
That is wonderful, very helpful.
What I suggest is that you add one more selection to that list...ignore.
tyvm
sirroy
Don't know if it has been suggested earlier but I'll throw this out.
Some changes I'd like to see for trading would be instead of it being a tab, it being more like an auction house, though without the bidding. Everyone would get two slots (can use gems to buy an item that increases the number of slots, and make it giftable), and there would be a cooldown between when you post it and when you can post another one (like currently), but the trades can last longer than that cooldown. Make it so you can select how many trades you want to do of that type, such as trading 400 of X item for 300 of Y item up to 30 times, for example, and would decline trades and be taken down automatically at the first decline if you have no space for Y item. This way people won't have to go through tons of mail and could post multiple, longer lasting trades, while also getting rid of reverse traders. Also, add in an option so the buyers can more readily do more than one trade, for example you want to do this trade 5-6 times instead of once. For the auto-decline, if it sees a bulk trade it will do the max number of trades available, so if they want 5 trades and it can do 3, it will accept it as 3 trades and return the mats for the declined trades.
Edit: Oh, also have a way to sort the trade posts by what people are selling and what they want for it, as well as have a seperate tab that has trades for adventures and gem shop items that won't show up with the normal trades. This way people can more readily trade adventures and giftable items from the gem shop, while having a higher upper limit for trade amounts. Like for the normal trades mentioned above, keep the 400 item limit per trade, but for trades relating to item shop items and adventures, increase the upper bound to about 1-2k items, if not more, since the items will be worth more.
I would love to see some sort of random island adventure system put in place
Thought here would be that you send out your explore to find these random adventures and once found and started they would generate a random island with randomly placed bandits camps composed of random troop assortments (within reasonable limits). This could be determined by player level. Along with that and depending how hard they make the island for the adventure the loot drops would be random as well (yes I know they are random already but could add a little more flavor to it). These random adventures could be the ones that provide the building such as dark castle, white castle etc. and this would remove the monotiny (sp?) of running one adventure over and over and over in order to try and get these buildings.
I am not sure how hard this would be to add and to clarify it a bit, this is something like diablo's random dungeons that were generated upon entering
This would provide something fresh for the game that would provide a more strategic approach to adventures whereas as they are now its cut and dry what you need to do on the adventure
1. On the friends list along the bottom of the screen it would be nice if you can just see who's online.. the way you can select just friends or guildmembers
2. Fix the issue that prevents you from seeing which guild members are online if they are not also your friends
3. Make it possible to email entire guild members and entire friend lists.. would be great to be able to share info like "please don't buff my farms right now" or "I have loads of coal to trade today" without going public on chat tabs
4. Agree about the Gold mine being way too expensive for 300 gold ore
Heck I think I would even be happy with just a "sort" feature for your friends and guild members where you could Alphabetize them for faster searching/finding.
I would like to see this add on. When u pull up the details tab for a building. Next to the start and stop button put another button. Call it the "Buff" button. When pressed it colors the building in a green or blue colored glow like the orange and white. This tells a friend now that this is the building I want buffed with a sandwich or basket, etc. When a buff is applied whether self or friend it then changes to the appropriate color.
In game, when we have like 50 items to be buffed. It becomes a lot of work to explain what we want where. A lot of times mistakes are also made then costing the people involved even more buffs to get the stuff you originally wanted buffed. Another is sleeping buildings. Sometimes I want a building to stay asleep and not be buffed. However mistakes are made because I have told someone to buff a sleeping building in another sector and they get confused. Or I may go through and turn back on a sleeping building I wanted buffed that I had tagged as sleeping to make easier for the friend. Only to find the building never turned on and a buff was wasted.
Thanks.
1
the following suggestions are minimal and easy for the dev team to do . but i doubt they would do them.
1) the ability to turn all building roof shingles a specific base color. my main town looks all messed up blue on the mayors house ,green on houses , red on the prov an bakery. come on why dont any of it sync up. what am i suppose to separate the buildings out according to roof color? what next the buildings without proper shingles go in 1 sector all by themselves making some sort of shanty town made of masons cutters and tool makers? im trying to make a fair an just society an i wont do it. you gota fix this
2)decrease the cost of the guild house or make a double for it in the decoration section that dont act as a guild house but looks the same. its not right to have the coolest building do something most dont need since most are not guild leaders and to not have a cheaper route to obtain .do i really have to buy with gems something im not going to use just because it looks so cool?
3)the ability to make moats or irrigation channels from the existing rivers and for FREE like the roads. the game is slow and water is real easy to get lots of. the water would have diagonals possible unlike the roads so it could look more natural. works cant walk in it so dividers could be made so you could build close to the edge of a sector and not have people walking farther to dump materials since they wont automatically go to the closest one. i have had to move a store house because of this
4) we should be able to buy any and all seasonal decorations in the decorations section . just because i didnt start in october i cant have a cemetery ? i get it its annoying when a neighbor wont take down christmas decorations and its march but come on if im willing to use gems i get for stuff i dont need you should be happy to let me. its how the world works. i haz monies i buy stuffs i dun nead
Firs are conifer trees. They are pine trees, not oak trees. The hardwoods would be like oaks.Quote:
Fir is a type of tree. Like an Oak.
Since they have cannons, I have the following suggestions for other seige units:
Catapults:
Used to damage towers, less damage to mobile units.
Resources needed: three hardwood logs, four hardwood planks, one iron ingot, four wheels, a horse, and maybe one or two units of stone. (The materials can be tweaked to fit in game ballance)
Ballistas:
Giant crossbows that can be rolled or mounted on towers. Used against cavalry units mainly, nasty against towers and other units.
Resources needed: One exotic wood log, four exotic wood planks, two wheels, a horse, and one iron ingot.
Tribuchets:
Far more deadly and accurate than Catapults.
Resources needed: five exotic wood logs, two marble, two ingots of iron, four wheels, and a horse.
As you can see, seige weapons do offer an advantage, but with a steep price tag.
I like the idea from a historical accuracy veiwpoint, but the effort required to make the units that are already available may make these types of units under-utilized. Of course the utilization of troops may change radically once PvP is introduced and how it functions.
I think we should be allowed to move buildings, perhaps by spending gems or something. I had no idea what I was doing at first and now I have fir wood cutters that take 7 minutes to produce.
I haven't the time to read all the pages but i do have some suggestions...
- a buff timer : allows you to see when the buff will wear off
- adding a resource bonus to lower level quests so new players are not waiting forever to continue building
- changing the values of items produced.... i.e. fir wood sawmill makes more planks per log since in real life you can get multiple planks from one log( 1 log = 5 planks)
Buff timers in the workyards and mines would be very helpful, especially since we don't know when exactly they were buffed by friends.
Wheat Deposit- 10 Wheat +20 water +1 gold coin = 100 wheat, so 25 sets would be 2500 wheat, total cost 250 wheat + 500 water + 25 gold coin.
A construction option on wheat fields to resowe them. It should use the same resources but refill the fields seperate the construction Que. some people in my guild spend 2-3 hours a day on fields alone. a dreadfully mind numbing and fun killing experience.
I would like a water icon on the top bar. Or better yet, make the hw, marble and tools displays interchangeable to any resource I like.
It would be nice if you could rename or nickname your generals. Scouts and geologists could be nice but not really necessary. For example, I'd like to name my fastest general (if I had one) something like HMT Olympic so I can keep track of which general I use for transporting troops to battle.
I'd like to see more types of specialists available to purchase at the tavern.
The new specialists would be able enhance/buff certain buildings or increase overall production of a certain good or class of goods across your whole island by some small percentage. For example, an industrial adviser could increase the production of lumberyards, mines, smelters while agriculture specialist would be able to focus on foresters, farms, and hunters. Would be cool to be able to pay X amount of gold for a specialist that can assigned to a building and enhance the production much like a basket does but without a time limit. The purchase price for such an epic item should be high and perhaps there should be a limit of how many of these specialist you can own at once based on your level. Another way to implement the specialists buff would be done so using the general's tent mechanic. So you could place the new specialist on the map next to the buildings you want buffed or enhanced in some way. The idea of an engineering specialist that could slightly reduce coal consumption in his small radius comes to mind as a potential example.
These specialists may also be given the power to perform special assignments much like the scout's ability to treasure hunt and find adventures. The idea of being able to "gamble" a large amount of certain common resources away for a chance to get a modest amount of something really rare would be something that I'm sure would be a welcome addition to the game. These gambles would be level and time restricted in the same way the scouts abilities are.
1> quick build bar (like where our Zones use to be) would be nice to have a shortcut to freq rebuilt buildings (mines/fields etc)
2> repeat trade button: either for individuals or the trade tab just to push the offer back out. It takes forever to trade someone 2k water
3> trade packages EG 25 recruits is 125 Wine and 250 Bronze Swords into one trade offer
I have spent a bit of money on gems to buy gifts in hopes of winning a witches tower (tapped out my debit card lol) I have gotten a statue, a vine covered ruin, and 3 crumbling walls. I understand that its totally random but that constitutes a pretty hefty price to spend out and not get what your trying for. So, my suggestion is why not just put the rare items up for gems or presents so we can buy what we want instead of gambling for them? It makes me want to keep my money in the bank if I can't get what I am after in the game. I don't mind supporting the game if I am able to get the things I would like to have.
This is a very good idea and I like all of the above!
I don't know what the intention is but I'd like to have an option like "stop work when buff wears off"
I would like to be able to set the production on building in some form or another ...
Say I know I will not be able to get online, I wouldnt mind being able to set say my bread production chain to maybe 60% or 80% max output. This would in turn slow the need for wheat which would deplete my fields slower etc etc
How about the option to set building at 110% max output and add in the random chance that they can blow up ... adds a little bit of a risk reward to it all
@Goodcrow
The thing is you dont need to buy gems to get presents. I have personally used up 5000 presents between mystery boxes and buffs and have not used 1 gem to do it. If you simply take the time to make a few trades you can get all you need. Even though i used 5k presents it hasnt costed me a dime in game or out. Actually i made 10k+ gold and the 5k for free by simply b uying low and selling high.
As far allowing everyone to buy the rare items... That would defeat the purpose of them being rare lol i mean think about. It sucks if you dont get one but that the chance you take, and it also makes it that much more speacial when you do eventualy get one. I hope more game companies stick to policies like this giving people incentive to play the game for a chance at somthing cool instead of allowing only people with the money to buy it to get what they want.
Not sure if it was suggested or not, just popped into my head, it's christmas so I don't really have time to read 28 pages at the moment lol.
Simple, better mail.
Inbox|Sent|Battle|Trade
Inbox (obvious, does what it already does)
Sent (keeps track of sent mail)
Battle (for reports)
Trade (to keep track of trades sent and received, and whether or not they've been completed)
Thanks! ;D
+1 +1 +1 +! to lawlcano's suggestion.
Me being a heavy 'trader' and one who tends to keep his battle reports. I Like this function a lot it lets me keep my trades separate from battles from an accidental deletion of a trade or not seeing a trade because i did 5+ battles in an adventure (when you get intercepted by dogs on Stealing adventure)
I know one of the things I would like to see the most is, a buffed building timer. so you can see how long till your buff runs out. Not only do I forget when I buffed a building last, but I have no idea when or what type of buff a friend used. Thank you
A special building, available from the Architect in the Store most likely, call an Assay Office or something of the sort. When a mine depletes, it automatically sends out any available geologist in search of that particular ore. It won't catch ALL the depletions, but at least it will catch some. You still have to build the new mine when you log back on, but at least you don't have to send a geologist out first.
Need to be able to queue a lot more than 3 buildings at a time to replace fields/wells. It's no fun sitting around waiting for them to get built all the time.